Repository: gasgiant/Camera-Shake Branch: master Commit: dc226bd11666 Files: 87 Total size: 304.2 KB Directory structure: gitextract_t2nfmqsd/ ├── .gitignore ├── Assets/ │ ├── GG Camera Shake/ │ │ ├── Runtime/ │ │ │ ├── Attenuator.cs │ │ │ ├── Attenuator.cs.meta │ │ │ ├── BounceShake.cs │ │ │ ├── BounceShake.cs.meta │ │ │ ├── CameraShakePresets.cs │ │ │ ├── CameraShakePresets.cs.meta │ │ │ ├── CameraShaker.cs │ │ │ ├── CameraShaker.cs.meta │ │ │ ├── Displacement.cs │ │ │ ├── Displacement.cs.meta │ │ │ ├── Envelope.cs │ │ │ ├── Envelope.cs.meta │ │ │ ├── ICameraShake.cs │ │ │ ├── ICameraShake.cs.meta │ │ │ ├── KickShake.cs │ │ │ ├── KickShake.cs.meta │ │ │ ├── PerlinShake.cs │ │ │ ├── PerlinShake.cs.meta │ │ │ ├── Power.cs │ │ │ └── Power.cs.meta │ │ ├── Runtime.meta │ │ ├── Samples/ │ │ │ ├── Explosion/ │ │ │ │ ├── Explosion.unity │ │ │ │ ├── Explosion.unity.meta │ │ │ │ ├── Materials/ │ │ │ │ │ ├── Particles.mat │ │ │ │ │ ├── Particles.mat.meta │ │ │ │ │ ├── Slippery.physicsMaterial2D │ │ │ │ │ └── Slippery.physicsMaterial2D.meta │ │ │ │ ├── Materials.meta │ │ │ │ ├── Prefabs/ │ │ │ │ │ ├── Box.prefab │ │ │ │ │ ├── Box.prefab.meta │ │ │ │ │ ├── Particles.prefab │ │ │ │ │ └── Particles.prefab.meta │ │ │ │ ├── Prefabs.meta │ │ │ │ ├── Scripts/ │ │ │ │ │ ├── BoxesSpawner.cs │ │ │ │ │ ├── BoxesSpawner.cs.meta │ │ │ │ │ ├── Explosion.cs │ │ │ │ │ ├── Explosion.cs.meta │ │ │ │ │ ├── ExplosionTrigger.cs │ │ │ │ │ └── ExplosionTrigger.cs.meta │ │ │ │ ├── Scripts.meta │ │ │ │ ├── Sprites/ │ │ │ │ │ ├── Circle.png.meta │ │ │ │ │ └── Square.png.meta │ │ │ │ └── Sprites.meta │ │ │ ├── Explosion.meta │ │ │ ├── Stompa/ │ │ │ │ ├── Animations/ │ │ │ │ │ ├── StompAnimation.anim │ │ │ │ │ ├── StompAnimation.anim.meta │ │ │ │ │ ├── Stompa.controller │ │ │ │ │ └── Stompa.controller.meta │ │ │ │ ├── Animations.meta │ │ │ │ ├── Materials/ │ │ │ │ │ ├── Cube.mat │ │ │ │ │ ├── Cube.mat.meta │ │ │ │ │ ├── Floor.mat │ │ │ │ │ └── Floor.mat.meta │ │ │ │ ├── Materials.meta │ │ │ │ ├── Scripts/ │ │ │ │ │ ├── Movement.cs │ │ │ │ │ ├── Movement.cs.meta │ │ │ │ │ ├── ShakeTrigger.cs │ │ │ │ │ └── ShakeTrigger.cs.meta │ │ │ │ ├── Scripts.meta │ │ │ │ ├── Stompa.unity │ │ │ │ └── Stompa.unity.meta │ │ │ └── Stompa.meta │ │ └── Samples.meta │ └── GG Camera Shake.meta ├── LICENSE ├── Packages/ │ └── manifest.json ├── ProjectSettings/ │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ └── XRSettings.asset └── README.md ================================================ FILE CONTENTS ================================================ ================================================ FILE: .gitignore ================================================ # This .gitignore file should be placed at the root of your Unity project directory # # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore # /[Ll]ibrary/ /[Tt]emp/ /[Oo]bj/ /[Bb]uild/ /[Bb]uilds/ /[Ll]ogs/ /[Uu]ser[Ss]ettings/ # MemoryCaptures can get excessive in size. # They also could contain extremely sensitive data /[Mm]emoryCaptures/ # Asset meta data should only be ignored when the corresponding asset is also ignored !/[Aa]ssets/**/*.meta # Uncomment this line if you wish to ignore the asset store tools plugin # /[Aa]ssets/AssetStoreTools* # Autogenerated Jetbrains Rider plugin /[Aa]ssets/Plugins/Editor/JetBrains* # Visual Studio cache directory .vs/ # Gradle cache directory .gradle/ # Autogenerated VS/MD/Consulo solution and project files ExportedObj/ .consulo/ *.csproj *.unityproj *.sln *.suo *.tmp *.user *.userprefs *.pidb *.booproj *.svd *.pdb *.mdb *.opendb *.VC.db # Unity3D generated meta files *.pidb.meta *.pdb.meta *.mdb.meta # Unity3D generated file on crash reports sysinfo.txt # Builds *.apk *.unitypackage # Crashlytics generated file crashlytics-build.properties # Packed Addressables /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* # Temporary auto-generated Android Assets /[Aa]ssets/[Ss]treamingAssets/aa.meta /[Aa]ssets/[Ss]treamingAssets/aa/* ================================================ FILE: Assets/GG Camera Shake/Runtime/Attenuator.cs ================================================ using UnityEngine; namespace CameraShake { /// /// Contains methods for changing strength and direction of shakes depending on their position. /// public static class Attenuator { /// /// Returns multiplier for the strength of a shake, based on source and camera positions. /// public static float Strength(StrengthAttenuationParams pars, Vector3 sourcePosition, Vector3 cameraPosition) { Vector3 vec = cameraPosition - sourcePosition; float distance = Vector3.Scale(pars.axesMultiplier, vec).magnitude; float strength = Mathf.Clamp01(1 - (distance - pars.clippingDistance) / pars.falloffScale); return Power.Evaluate(strength, pars.falloffDegree); } /// /// Returns displacement, opposite to the direction to the source in camera's local space. /// public static Displacement Direction(Vector3 sourcePosition, Vector3 cameraPosition, Quaternion cameraRotation) { Displacement direction = Displacement.Zero; direction.position = (cameraPosition - sourcePosition).normalized; direction.position = Quaternion.Inverse(cameraRotation) * direction.position; direction.eulerAngles.x = direction.position.z; direction.eulerAngles.y = direction.position.x; direction.eulerAngles.z = -direction.position.x; return direction; } [System.Serializable] public class StrengthAttenuationParams { /// /// Radius in which shake doesn't lose strength. /// [Tooltip("Radius in which shake doesn't lose strength.")] public float clippingDistance = 10; /// /// Defines how fast strength falls with distance. /// [Tooltip("How fast strength falls with distance.")] public float falloffScale = 50; /// /// Power of the falloff function. /// [Tooltip("Power of the falloff function.")] public Degree falloffDegree = Degree.Quadratic; /// /// Contribution of each axis to distance. E. g. (1, 1, 0) for a 2D game in XY plane. /// [Tooltip("Contribution of each axis to distance. E. g. (1, 1, 0) for a 2D game in XY plane.")] public Vector3 axesMultiplier = Vector3.one; } } } ================================================ FILE: Assets/GG Camera Shake/Runtime/Attenuator.cs.meta ================================================ fileFormatVersion: 2 guid: 07aa6a8400d46274f9cbc5f3714e6a9b MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/GG Camera Shake/Runtime/BounceShake.cs ================================================ using UnityEngine; namespace CameraShake { public class BounceShake : ICameraShake { readonly Params pars; readonly AnimationCurve moveCurve = AnimationCurve.EaseInOut(0, 0, 1, 1); readonly Vector3? sourcePosition = null; float attenuation = 1; Displacement direction; Displacement previousWaypoint; Displacement currentWaypoint; int bounceIndex; float t; /// /// Creates an instance of BounceShake. /// /// Parameters of the shake. /// World position of the source of the shake. public BounceShake(Params parameters, Vector3? sourcePosition = null) { this.sourcePosition = sourcePosition; pars = parameters; Displacement rnd = Displacement.InsideUnitSpheres(); direction = Displacement.Scale(rnd, pars.axesMultiplier).Normalized; } /// /// Creates an instance of BounceShake. /// /// Parameters of the shake. /// Initial direction of the shake motion. /// World position of the source of the shake. public BounceShake(Params parameters, Displacement initialDirection, Vector3? sourcePosition = null) { this.sourcePosition = sourcePosition; pars = parameters; direction = Displacement.Scale(initialDirection, pars.axesMultiplier).Normalized; } public Displacement CurrentDisplacement { get; private set; } public bool IsFinished { get; private set; } public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation) { attenuation = sourcePosition == null ? 1 : Attenuator.Strength(pars.attenuation, sourcePosition.Value, cameraPosition); currentWaypoint = attenuation * direction.ScaledBy(pars.positionStrength, pars.rotationStrength); } public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation) { if (t < 1) { t += deltaTime * pars.freq; if (pars.freq == 0) t = 1; CurrentDisplacement = Displacement.Lerp(previousWaypoint, currentWaypoint, moveCurve.Evaluate(t)); } else { t = 0; CurrentDisplacement = currentWaypoint; previousWaypoint = currentWaypoint; bounceIndex++; if (bounceIndex > pars.numBounces) { IsFinished = true; return; } Displacement rnd = Displacement.InsideUnitSpheres(); direction = -direction + pars.randomness * Displacement.Scale(rnd, pars.axesMultiplier).Normalized; direction = direction.Normalized; float decayValue = 1 - (float)bounceIndex / pars.numBounces; currentWaypoint = decayValue * decayValue * attenuation * direction.ScaledBy(pars.positionStrength, pars.rotationStrength); } } [System.Serializable] public class Params { /// /// Strength of the shake for positional axes. /// [Tooltip("Strength of the shake for positional axes.")] public float positionStrength = 0.05f; /// /// Strength of the shake for rotational axes. /// [Tooltip("Strength of the shake for rotational axes.")] public float rotationStrength = 0.1f; /// /// Preferred direction of shaking. /// [Tooltip("Preferred direction of shaking.")] public Displacement axesMultiplier = new Displacement(Vector2.one, Vector3.forward); /// /// Frequency of shaking. /// [Tooltip("Frequency of shaking.")] public float freq = 25; /// /// Number of vibrations before stop. /// [Tooltip("Number of vibrations before stop.")] public int numBounces = 5; /// /// Randomness of motion. /// [Range(0, 1)] [Tooltip("Randomness of motion.")] public float randomness = 0.5f; /// /// How strength falls with distance from the shake source. /// [Tooltip("How strength falls with distance from the shake source.")] public Attenuator.StrengthAttenuationParams attenuation; } } } ================================================ FILE: Assets/GG Camera Shake/Runtime/BounceShake.cs.meta ================================================ fileFormatVersion: 2 guid: 1a8a4f5340889954aa6de7013b117066 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/GG Camera Shake/Runtime/CameraShakePresets.cs ================================================ using UnityEngine; namespace CameraShake { /// /// Contains shorthands for creating common shake types. /// public class CameraShakePresets { readonly CameraShaker shaker; public CameraShakePresets(CameraShaker shaker) { this.shaker = shaker; } /// /// Suitable for short and snappy shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis. /// /// Strength of motion in X and Y axes. /// Strength of rotation in Z axis. /// Frequency of shaking. /// Number of vibrations before stop. public void ShortShake2D( float positionStrength = 0.08f, float rotationStrength = 0.1f, float freq = 25, int numBounces = 5) { BounceShake.Params pars = new BounceShake.Params { positionStrength = positionStrength, rotationStrength = rotationStrength, freq = freq, numBounces = numBounces }; shaker.RegisterShake(new BounceShake(pars)); } /// /// Suitable for longer and stronger shakes in 3D. Rotates camera in all three axes. /// /// Strength of the shake. /// Frequency of shaking. /// Number of vibrations before stop. public void ShortShake3D( float strength = 0.3f, float freq = 25, int numBounces = 5) { BounceShake.Params pars = new BounceShake.Params { axesMultiplier = new Displacement(Vector3.zero, new Vector3(1, 1, 0.4f)), rotationStrength = strength, freq = freq, numBounces = numBounces }; shaker.RegisterShake(new BounceShake(pars)); } /// /// Suitable for longer and stronger shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis. /// /// Strength of motion in X and Y axes. /// Strength of rotation in Z axis. /// Duration of the shake. public void Explosion2D( float positionStrength = 1f, float rotationStrength = 3, float duration = 0.5f) { PerlinShake.NoiseMode[] modes = { new PerlinShake.NoiseMode(8, 1), new PerlinShake.NoiseMode(20, 0.3f) }; Envelope.EnvelopeParams envelopePars = new Envelope.EnvelopeParams(); envelopePars.decay = duration <= 0 ? 1 : 1 / duration; PerlinShake.Params pars = new PerlinShake.Params { strength = new Displacement(new Vector3(1, 1) * positionStrength, Vector3.forward * rotationStrength), noiseModes = modes, envelope = envelopePars, }; shaker.RegisterShake(new PerlinShake(pars)); } /// /// Suitable for longer and stronger shakes in 3D. Rotates camera in all three axes. /// /// Strength of the shake. /// Duration of the shake. public void Explosion3D( float strength = 8f, float duration = 0.7f) { PerlinShake.NoiseMode[] modes = { new PerlinShake.NoiseMode(6, 1), new PerlinShake.NoiseMode(20, 0.2f) }; Envelope.EnvelopeParams envelopePars = new Envelope.EnvelopeParams(); envelopePars.decay = duration <= 0 ? 1 : 1 / duration; PerlinShake.Params pars = new PerlinShake.Params { strength = new Displacement(Vector3.zero, new Vector3(1, 1, 0.5f) * strength), noiseModes = modes, envelope = envelopePars, }; shaker.RegisterShake(new PerlinShake(pars)); } } } ================================================ FILE: Assets/GG Camera Shake/Runtime/CameraShakePresets.cs.meta ================================================ fileFormatVersion: 2 guid: 27cd455dd46fc6a47b7cc4f29f710304 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/GG Camera Shake/Runtime/CameraShaker.cs ================================================ using System.Collections.Generic; using UnityEngine; namespace CameraShake { /// /// Camera shaker component registeres new shakes, holds a list of active shakes, and applies them to the camera additively. /// public class CameraShaker : MonoBehaviour { public static CameraShaker Instance; public static CameraShakePresets Presets; readonly List activeShakes = new List(); [Tooltip("Transform which will be affected by the shakes.\n\nCameraShaker will set this transform's local position and rotation.")] [SerializeField] Transform cameraTransform; [Tooltip("Scales the strength of all shakes.")] [Range(0, 1)] [SerializeField] public float StrengthMultiplier = 1; public CameraShakePresets ShakePresets; /// /// Adds a shake to the list of active shakes. /// public static void Shake(ICameraShake shake) { if (IsInstanceNull()) return; Instance.RegisterShake(shake); } /// /// Adds a shake to the list of active shakes. /// public void RegisterShake(ICameraShake shake) { shake.Initialize(cameraTransform.position, cameraTransform.rotation); activeShakes.Add(shake); } /// /// Sets the transform which will be affected by the shakes. /// public void SetCameraTransform(Transform cameraTransform) { cameraTransform.localPosition = Vector3.zero; cameraTransform.localEulerAngles = Vector3.zero; this.cameraTransform = cameraTransform; } private void Awake() { Instance = this; ShakePresets = new CameraShakePresets(this); Presets = ShakePresets; if (cameraTransform == null) cameraTransform = transform; } private void Update() { if (cameraTransform == null) return; Displacement cameraDisplacement = Displacement.Zero; for (int i = activeShakes.Count - 1; i >= 0; i--) { if (activeShakes[i].IsFinished) { activeShakes.RemoveAt(i); } else { activeShakes[i].Update(Time.deltaTime, cameraTransform.position, cameraTransform.rotation); cameraDisplacement += activeShakes[i].CurrentDisplacement; } } cameraTransform.localPosition = StrengthMultiplier * cameraDisplacement.position; cameraTransform.localRotation = Quaternion.Euler(StrengthMultiplier * cameraDisplacement.eulerAngles); } private static bool IsInstanceNull() { if (Instance == null) { Debug.LogError("CameraShaker Instance is missing!"); return true; } return false; } } } ================================================ FILE: Assets/GG Camera Shake/Runtime/CameraShaker.cs.meta ================================================ fileFormatVersion: 2 guid: 2a257897ce04dc64eb5ae266c62846be MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/GG Camera Shake/Runtime/Displacement.cs ================================================ using UnityEngine; namespace CameraShake { /// /// Representation of translation and rotation. /// [System.Serializable] public struct Displacement { public Vector3 position; public Vector3 eulerAngles; public Displacement(Vector3 position, Vector3 eulerAngles) { this.position = position; this.eulerAngles = eulerAngles; } public Displacement(Vector3 position) { this.position = position; this.eulerAngles = Vector3.zero; } public static Displacement Zero { get { return new Displacement(Vector3.zero, Vector3.zero); } } public static Displacement operator +(Displacement a, Displacement b) { return new Displacement(a.position + b.position, b.eulerAngles + a.eulerAngles); } public static Displacement operator -(Displacement a, Displacement b) { return new Displacement(a.position - b.position, b.eulerAngles - a.eulerAngles); } public static Displacement operator -(Displacement disp) { return new Displacement(-disp.position, -disp.eulerAngles); } public static Displacement operator *(Displacement coords, float number) { return new Displacement(coords.position * number, coords.eulerAngles * number); } public static Displacement operator *(float number, Displacement coords) { return coords * number; } public static Displacement operator /(Displacement coords, float number) { return new Displacement(coords.position / number, coords.eulerAngles / number); } public static Displacement Scale(Displacement a, Displacement b) { return new Displacement(Vector3.Scale(a.position, b.position), Vector3.Scale(b.eulerAngles, a.eulerAngles)); } public static Displacement Lerp(Displacement a, Displacement b, float t) { return new Displacement(Vector3.Lerp(a.position, b.position, t), Vector3.Lerp(a.eulerAngles, b.eulerAngles, t)); } public Displacement ScaledBy(float posScale, float rotScale) { return new Displacement(position * posScale, eulerAngles * rotScale); } public Displacement Normalized { get { return new Displacement(position.normalized, eulerAngles.normalized); } } public static Displacement InsideUnitSpheres() { return new Displacement(Random.insideUnitSphere, Random.insideUnitSphere); } } } ================================================ FILE: Assets/GG Camera Shake/Runtime/Displacement.cs.meta ================================================ fileFormatVersion: 2 guid: 22dc566280f4a704d958e931abdb9fc4 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/GG Camera Shake/Runtime/Envelope.cs ================================================ using UnityEngine; namespace CameraShake { /// /// Controls strength of the shake over time. /// public class Envelope : IAmplitudeController { readonly EnvelopeParams pars; readonly EnvelopeControlMode controlMode; float amplitude; float targetAmplitude; float sustainEndTime; bool finishWhenAmplitudeZero; bool finishImmediately; EnvelopeState state; /// /// Creates an Envelope instance. /// /// Envelope parameters. /// Pass Auto for a single shake, or Manual for controlling strength manually. public Envelope(EnvelopeParams pars, float initialTargetAmplitude, EnvelopeControlMode controlMode) { this.pars = pars; this.controlMode = controlMode; SetTarget(initialTargetAmplitude); } /// /// The value by which you want to multiply shake displacement. /// public float Intensity { get; private set; } public bool IsFinished { get { if (finishImmediately) return true; return (finishWhenAmplitudeZero || controlMode == EnvelopeControlMode.Auto) && amplitude <= 0 && targetAmplitude <= 0; } } public void Finish() { finishWhenAmplitudeZero = true; SetTarget(0); } public void FinishImmediately() { finishImmediately = true; } /// /// Update is called every frame by the shake. /// public void Update(float deltaTime) { if (IsFinished) return; if (state == EnvelopeState.Increase) { if (pars.attack > 0) amplitude += deltaTime * pars.attack; if (amplitude > targetAmplitude || pars.attack <= 0) { amplitude = targetAmplitude; state = EnvelopeState.Sustain; if (controlMode == EnvelopeControlMode.Auto) sustainEndTime = Time.time + pars.sustain; } } else { if (state == EnvelopeState.Decrease) { if (pars.decay > 0) amplitude -= deltaTime * pars.decay; if (amplitude < targetAmplitude || pars.decay <= 0) { amplitude = targetAmplitude; state = EnvelopeState.Sustain; } } else { if (controlMode == EnvelopeControlMode.Auto && Time.time > sustainEndTime) { SetTarget(0); } } } amplitude = Mathf.Clamp01(amplitude); Intensity = Power.Evaluate(amplitude, pars.degree); } public void SetTargetAmplitude(float value) { if (controlMode == EnvelopeControlMode.Manual && !finishWhenAmplitudeZero) { SetTarget(value); } } private void SetTarget(float value) { targetAmplitude = Mathf.Clamp01(value); state = targetAmplitude > amplitude ? EnvelopeState.Increase : EnvelopeState.Decrease; } [System.Serializable] public class EnvelopeParams { /// /// How fast the amplitude rises. /// [Tooltip("How fast the amplitude increases.")] public float attack = 10; /// /// How long in seconds the amplitude holds a maximum value. /// [Tooltip("How long in seconds the amplitude holds maximum value.")] public float sustain = 0; /// /// How fast the amplitude falls. /// [Tooltip("How fast the amplitude decreases.")] public float decay = 1f; /// /// Power in which the amplitude is raised to get intensity. /// [Tooltip("Power in which the amplitude is raised to get intensity.")] public Degree degree = Degree.Cubic; } public enum EnvelopeControlMode { Auto, Manual } public enum EnvelopeState { Sustain, Increase, Decrease } } public interface IAmplitudeController { /// /// Sets value to which amplitude will move over time. /// void SetTargetAmplitude(float value); /// /// Sets amplitude to zero and finishes the shake when zero is reached. /// void Finish(); /// /// Immediately finishes the shake. /// void FinishImmediately(); } } ================================================ FILE: Assets/GG Camera Shake/Runtime/Envelope.cs.meta ================================================ fileFormatVersion: 2 guid: 13084b7de651ead408d3f5ef8c6837b8 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/GG Camera Shake/Runtime/ICameraShake.cs ================================================ using UnityEngine; namespace CameraShake { public interface ICameraShake { /// /// Represents current position and rotation of the camera according to the shake. /// Displacement CurrentDisplacement { get; } /// /// Shake system will dispose the shake on the first frame when this is true. /// bool IsFinished { get; } /// /// CameraShaker calls this when the shake is added to the list of active shakes. /// void Initialize(Vector3 cameraPosition, Quaternion cameraRotation); /// /// CameraShaker calls this every frame on active shakes. /// void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation); } } ================================================ FILE: Assets/GG Camera Shake/Runtime/ICameraShake.cs.meta ================================================ fileFormatVersion: 2 guid: a062a4046bad80b469554a84b9b30cab MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/GG Camera Shake/Runtime/KickShake.cs ================================================ using UnityEngine; namespace CameraShake { public class KickShake : ICameraShake { readonly Params pars; readonly Vector3? sourcePosition; readonly bool attenuateStrength; Displacement direction; Displacement prevWaypoint; Displacement currentWaypoint; bool release; float t; /// /// Creates an instance of KickShake in the direction from the source to the camera. /// /// Parameters of the shake. /// World position of the source of the shake. /// Change strength depending on distance from the camera? public KickShake(Params parameters, Vector3 sourcePosition, bool attenuateStrength) { pars = parameters; this.sourcePosition = sourcePosition; this.attenuateStrength = attenuateStrength; } /// /// Creates an instance of KickShake. /// /// Parameters of the shake. /// Direction of the kick. public KickShake(Params parameters, Displacement direction) { pars = parameters; this.direction = direction.Normalized; } public Displacement CurrentDisplacement { get; private set; } public bool IsFinished { get; private set; } public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation) { if (sourcePosition != null) { direction = Attenuator.Direction(sourcePosition.Value, cameraPosition, cameraRotation); if (attenuateStrength) direction *= Attenuator.Strength(pars.attenuation, sourcePosition.Value, cameraPosition); } currentWaypoint = Displacement.Scale(direction, pars.strength); } public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation) { if (t < 1) { Move(deltaTime, release ? pars.releaseTime : pars.attackTime, release ? pars.releaseCurve : pars.attackCurve); } else { CurrentDisplacement = currentWaypoint; prevWaypoint = currentWaypoint; if (release) { IsFinished = true; return; } else { release = true; t = 0; currentWaypoint = Displacement.Zero; } } } private void Move(float deltaTime, float duration, AnimationCurve curve) { if (duration > 0) t += deltaTime / duration; else t = 1; CurrentDisplacement = Displacement.Lerp(prevWaypoint, currentWaypoint, curve.Evaluate(t)); } [System.Serializable] public class Params { /// /// Strength of the shake for each axis. /// [Tooltip("Strength of the shake for each axis.")] public Displacement strength = new Displacement(Vector3.zero, Vector3.one); /// /// How long it takes to move forward. /// [Tooltip("How long it takes to move forward.")] public float attackTime = 0.05f; public AnimationCurve attackCurve = AnimationCurve.EaseInOut(0, 0, 1, 1); /// /// How long it takes to move back. /// [Tooltip("How long it takes to move back.")] public float releaseTime = 0.2f; public AnimationCurve releaseCurve = AnimationCurve.EaseInOut(0, 0, 1, 1); /// /// How strength falls with distance from the shake source. /// [Tooltip("How strength falls with distance from the shake source.")] public Attenuator.StrengthAttenuationParams attenuation; } } } ================================================ FILE: Assets/GG Camera Shake/Runtime/KickShake.cs.meta ================================================ fileFormatVersion: 2 guid: aacae9308ca14a04a8174bd35d85a1be MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/GG Camera Shake/Runtime/PerlinShake.cs ================================================ using UnityEngine; namespace CameraShake { public class PerlinShake : ICameraShake { readonly Params pars; readonly Envelope envelope; public IAmplitudeController AmplitudeController; Vector2[] seeds; float time; Vector3? sourcePosition; float norm; /// /// Creates an instance of PerlinShake. /// /// Parameters of the shake. /// Maximum amplitude of the shake. /// World position of the source of the shake. /// Pass true if you want to control amplitude manually. public PerlinShake( Params parameters, float maxAmplitude = 1, Vector3? sourcePosition = null, bool manualStrengthControl = false) { pars = parameters; envelope = new Envelope(pars.envelope, maxAmplitude, manualStrengthControl ? Envelope.EnvelopeControlMode.Manual : Envelope.EnvelopeControlMode.Auto); AmplitudeController = envelope; this.sourcePosition = sourcePosition; } public Displacement CurrentDisplacement { get; private set; } public bool IsFinished { get; private set; } public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation) { seeds = new Vector2[pars.noiseModes.Length]; norm = 0; for (int i = 0; i < seeds.Length; i++) { seeds[i] = Random.insideUnitCircle * 20; norm += pars.noiseModes[i].amplitude; } } public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation) { if (envelope.IsFinished) { IsFinished = true; return; } time += deltaTime; envelope.Update(deltaTime); Displacement disp = Displacement.Zero; for (int i = 0; i < pars.noiseModes.Length; i++) { disp += pars.noiseModes[i].amplitude / norm * SampleNoise(seeds[i], pars.noiseModes[i].freq); } CurrentDisplacement = envelope.Intensity * Displacement.Scale(disp, pars.strength); if (sourcePosition != null) CurrentDisplacement *= Attenuator.Strength(pars.attenuation, sourcePosition.Value, cameraPosition); } private Displacement SampleNoise(Vector2 seed, float freq) { Vector3 position = new Vector3( Mathf.PerlinNoise(seed.x + time * freq, seed.y), Mathf.PerlinNoise(seed.x, seed.y + time * freq), Mathf.PerlinNoise(seed.x + time * freq, seed.y + time * freq)); position -= Vector3.one * 0.5f; Vector3 rotation = new Vector3( Mathf.PerlinNoise(-seed.x - time * freq, -seed.y), Mathf.PerlinNoise(-seed.x, -seed.y - time * freq), Mathf.PerlinNoise(-seed.x - time * freq, -seed.y - time * freq)); rotation -= Vector3.one * 0.5f; return new Displacement(position, rotation); } [System.Serializable] public class Params { /// /// Strength of the shake for each axis. /// [Tooltip("Strength of the shake for each axis.")] public Displacement strength = new Displacement(Vector3.zero, new Vector3(2, 2, 0.8f)); /// /// Layers of perlin noise with different frequencies. /// [Tooltip("Layers of perlin noise with different frequencies.")] public NoiseMode[] noiseModes = { new NoiseMode(12, 1) }; /// /// Strength over time. /// [Tooltip("Strength of the shake over time.")] public Envelope.EnvelopeParams envelope; /// /// How strength falls with distance from the shake source. /// [Tooltip("How strength falls with distance from the shake source.")] public Attenuator.StrengthAttenuationParams attenuation; } [System.Serializable] public struct NoiseMode { public NoiseMode(float freq, float amplitude) { this.freq = freq; this.amplitude = amplitude; } /// /// Frequency multiplier for the noise. /// [Tooltip("Frequency multiplier for the noise.")] public float freq; /// /// Amplitude of the mode. /// [Tooltip("Amplitude of the mode.")] [Range(0, 1)] public float amplitude; } } } ================================================ FILE: Assets/GG Camera Shake/Runtime/PerlinShake.cs.meta ================================================ fileFormatVersion: 2 guid: de97a9ba28783f34cae2c44c1d4446d5 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/GG Camera Shake/Runtime/Power.cs ================================================ namespace CameraShake { public static class Power { public static float Evaluate(float value, Degree degree) { switch (degree) { case Degree.Linear: return value; case Degree.Quadratic: return value * value; case Degree.Cubic: return value * value * value; case Degree.Quadric: return value * value * value * value; default: return value; } } } public enum Degree { Linear, Quadratic, Cubic, Quadric } } ================================================ FILE: Assets/GG Camera Shake/Runtime/Power.cs.meta ================================================ fileFormatVersion: 2 guid: ae1c138ac39e5704daa47650c0a286d0 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] 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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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of use cases * Change strength and direction of the shake depending on position of the shake source * Easy to write custom shakes [__Watch video tutorial__](https://youtu.be/fn3hIPLbSn8) ![Thumbnail](https://i.imgur.com/n0ndQ9x.png "Video thumbnail") ## Table of Contents 1. [Installation](#installation) 2. [Usage](#usage) * [Setup](#setup) * [Using Presets](#using-presets) * [Without Presets](#without-presets) 2. [Presets](#presets) 2. [PerlinShake](#perlinshake) 2. [BounceShake](#bounceshake) 2. [KickShake](#kickshake) 2. [Time Envelope](#time-envelope) 2. [Spatial Attenuation](#spatial-attenuation) 2. [Writing Custom Shakes](#writing-custom-shakes) ## Installation 1. You can install the package via Package Manager using this URL: `https://github.com/gasgiant/Camera-Shake.git#upm`. 2. Or you can [download](https://github.com/gasgiant/Camera-Shake/releases/download/v1.0.0/ggcamerashake.unitypackage) .unitypackage and import it into your project. ## Usage ### Setup 1. Make the camera a child of another gameobject. When you want to move the camera move the parent. 2. Add `CameraShaker` component to the camera gameobject. By default `CameraShaker` works with its own transform. Alternatively, you can add `CameraShaker` to any gameobject you like and set it's `cameraTransform` field in inspector, or by calling `CameraShaker.Instance.SetCameraTransform`. ### Using Presets The simplest way to shake the camera is to use presets. Class `CameraShakePresets` allows to generate some common shake types with one line of code. Call `CameraShaker.Presets.Explosion2D` to start a shake. Don't forget to add `CameraShake` namespace. ```csharp using UnityEngine; using CameraShake; public class MinimalExample : MonoBehaviour { private void Explode() { // Something explodes ... CameraShaker.Presets.Explosion2D(); } } ``` ### Without Presets If you need more options, than provided by presets, you need to create an instance of some shake class and pass it into the `CameraShaker.Shake`. There are three default shake classes: [PerlinShake](#perlinshake), [BounceShake](#bounceshake) and [KickShake](#kickshake). You can also write [your own](#writing-custom-shakes) shakes. The example below is for `PerlinShake`. ```csharp using UnityEngine; using CameraShake; public class Gun : MonoBehaviour { [SerializeField] PerlinShake.Params shakeParams; public void Shoot() { // Shooting ... CameraShaker.Shake(new PerlinShake(shakeParams)); } } ``` The constructor of `PerlinShake` takes an instance of `PerlinShake.Params` as an input. You can expose the parameters variable on some `MonoBehaviour` or `ScriptableObject` to tweak the parameters in the inspector. ![shakeparams](https://i.imgur.com/TLsOKIA.png "PerlinShake.Params Inspector") Shakes can have more options in their constructors. For example you can pass position of the source of the explosion into the `PerlinShake` constructor, and the shake will change the strength depending on the distance from the source to the camera. ```csharp public class Grenade : MonoBehaviour { public void Explode(float explosionStrength, PerlinShake.Params shakeParams) { CameraShaker.Shake(new PerlinShake(shakeParams, explosionStrength, transform.position)); } } ``` ## Presets __ShortShake3D__ Suitable for short and snappy shakes in 3D. Rotates camera in all three axes. Uses `BounceShake` algorithm. | Parameter | Description | | :------------- |:-------------| | strength | Strength of the shake.| | freq | Frequency of shaking.| | numBounces | Number of vibrations before stop.| __ShortShake2D__ Suitable for short and snappy shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis. Uses `BounceShake` algorithm. | Parameter | Description | | :------------- |:-------------| | positionStrength | Strength of motion in X and Y axes.| | rotationStrength | Strength of rotation in Z axis.| | freq | Frequency of shaking.| | numBounces | Number of vibrations before stop.| __Explosion3D__ Suitable for longer and stronger shakes in 3D. Rotates camera in all three axes. Uses `PerlinShake` algorithm. | Parameter | Description | | :------------- |:-------------| | strength | Strength of the shake.| | duration | Duration of the shake.| __Explosion2D__ Suitable for longer and stronger shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis. Uses `PerlinShake` algorithm. | Parameter | Description | | :------------- |:-------------| | positionStrength | Strength of motion in X and Y axes.| | rotationStrength | Strength of rotation in Z axis.| | duration | Duration of the shake.| ## PerlinShake `PerlinShake` combines layers of Perlin noise with different frequencies to create smooth and nuanced shake. Works better for longer shakes. For very short shakes consider using `BounceShake`. ### Constructor | Parameter | | Description | | :------------- |:-------------|:-------------| | parameters | | Parameters of the shake. | | maxAmplitude | | Maximum amplitude of the shake.| | sourcePosition | | World position of the source of the shake. | | manualStrengthControl| false | Play shake once automatically. | | | true| Manually control strength over time. | For more details on `maxAmplitude` and `manualStrengthControl` see [Time Envelope](#time-envelope). ### Params | Parameter | Description | | :------------- |:-------------| | strength | Strength of the shake for each axis. | | noiseModes | Layers of Perlin noise with different frequencies. | | envelope | Strength of the shake over time. | | attenuation | How strength falls with distance from the shake source. | For more details on `envelope` see [Time Envelope](#time-envelope). For more details on `attenuation` see [Spatial Attenuation](#spatial-attenuation). ## BounceShake `BounceShake` is useful for short and precise shakes. Unlike `PerlinShake`, it will provide reliable shake strength. Consider using `PerlinShake` for longer and stronger shakes. ### Constructors #### BounceShake (first overload) | Parameter | Description | | :------------- |:-------------| | parameters | Parameters of the shake. | | initialDirection | Initial direction of the shake motion. | | sourcePosition | World position of the source of the shake. | #### BounceShake (second overload) Creates `BounceShake` with random initial direction. | Parameter | Description | | :------------- |:-------------| | parameters | Parameters of the shake. | | sourcePosition | World position of the source of the shake. | ### Params | Parameter | Description | | :------------- |:-------------| | positionStrength | Parameters of the shake. | | rotationStrength | Strength of the shake for rotational axes. | | axesMultiplier | Preferred direction of shaking. | | freq | Frequency of shaking. | | numBounces | Number of vibrations before stop. | | randomness | Randomness of motion. | | attenuation | How strength falls with distance from the shake source. | For more details on `attenuation` see [Spatial Attenuation](#spatial-attenuation). ## KickShake Makes one kick in specified direction. Useful for recoil. ### Constructors #### KickShake (first overload) | Parameter | Description | | :------------- |:-------------| | parameters | Parameters of the shake. | | direction | Direction of the kick. | #### KickShake (second overload) Creates an instance of KickShake in the direction from the source to the camera. | Parameter | Description | | :------------- |:-------------| | parameters | Parameters of the shake. | | sourcePosition | World position of the source of the shake. | | attenuateStrength | Change strength depending on distance from the camera? | ### Params | Parameter | Description | | :------------- |:-------------| | strength | Strength of the shake for each axis. | | attackTime | How long it takes to move forward. | | attackCurve | Forward motion curve. | | releaseTime | How long it takes to move back. | | releaseCurve | Back motion curve. | | attenuation | How strength falls with distance from the shake source. | For more details on `attenuation` see [Spatial Attenuation](#spatial-attenuation). ## Time Envelope Class `Envelope` controls amplitude of the shake over time. It can work in two modes. In automatic mode it plays the shake ones with selected `maxAmplitude`. In manual mode you can keep the reference to the `PerlinShake` and change amplitude whenever you like. ```csharp public class Vibrator : MonoBehaviour { [SerializeField] PerlinShake.Params params; PerlinShake shake; private void Start() { shake = new PerlinShake(params); CameraShaker.Shake(shake); } public void Vibrate(float amplitude) { shake.AmplitudeController.SetTargetAmplitude(amplitude); } } ``` ### EnvelopeParams [See interactive demonstration.](https://www.desmos.com/calculator/e9wxr78uu2) | Parameter | Description | | :------------- |:-------------| | attack | How fast the amplitude increases. | | sustain | How long in seconds the amplitude holds maximum value. | | decay | How fast the amplitude decreases. | | degree | Power in which the amplitude is raised to get intensity. | ## Spatial Attenuation Class `Attenuator` provides methods for changing strength and direction of the shake depending on position of the shake source relative to the camera. ### StrengthAttenuationParams [See interactive demonstration.](https://www.desmos.com/calculator/iivcfrotk8) | Parameter | Description | | :------------- |:-------------| | clippingDistance | Radius in which shake doesn't lose strength. | | falloffScale | How fast strength falls with distance. | | falloffDegree | Power of the falloff function. | | axesMultiplier | Contribution of each axis to distance. E. g. (1, 1, 0) for a 2D game in XY plane. | ## Writing Custom Shakes `CameraShaker` works with any class that implements `ICameraShake` interface. ```csharp public interface ICameraShake { // Represents current position and rotation of the camera according to the shake. Displacement CurrentDisplacement { get; } // Shake system will dispose the shake on the first frame when this is true. bool IsFinished { get; } // CameraShaker calls this when the shake is added to the list of active shakes. void Initialize(Vector3 cameraPosition, Quaternion cameraRotation); // CameraShaker calls this every frame on active shakes. void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation); } ``` Here is a basic example of a custom shake class. ```csharp public class VeryBadShake : ICameraShake { readonly float intensity; readonly float duration; float time; public VeryBadShake(float intensity, float duration) { this.intensity = intensity; this.duration = duration; } public Displacement CurrentDisplacement { get; private set; } public bool IsFinished { get; private set; } public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation) { } public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation) { time += deltaTime; if (time > duration) IsFinished = true; CurrentDisplacement = new Displacement(Random.insideUnitCircle * intensity, Vector3.zero); } } ```